Mon, Feb 18
I think this is what you asked. Would you mind checking? :)
Tue, Feb 12
A bit of an update: When I toggle local view or enter edit mode the textures usually come back.
I tried but I don't know how to do it. Tried using terminal, dropping Blender into it and pasting the command and got
I think @Clément Foucault (fclem) needs to chime in here...
@Gabriel Moro (gabrielmoro) But as a preparation: could you start blender with the --debug-gpu-force-workarounds and paste the output as a .txt file here? (maybe this can give a hint...)
Sat, Feb 9
I do think its good to still have this. Since 2.80 is way more hardware hungry i think this could lower that a bit. I see a major drop in the viewport response on my macbook pro 2015 using 2.80 where 2.79 runs smooth
(my patch is wrong because this should concern only GL_TEXTURE_2D targets and not cubemaps)
I don't know if you (blender developers) want to restore this option for 2.8:
Fri, Feb 8
To help explain what's happening physically, here is an illustration that explores the effect of shrinking the whole camera by a factor of 2 (This would be equivalent to scaling the whole universe up by a factor of 2 while keeping the camera the same).
Just wanted to add a comment here.
The moment we have a camera system, scale becomes important not because the camera itself must be scaled, but quite the opposite; the camera needs to be aware of scale in order to keep itself a constant size. (a 50mm lens must always be 50mm even if the scene is now measured in miles). If you allow the camera to scale up with the model the dof would be identical in every scale which is not realistic (for example taking a photo of a building using a camera as big as a mountain will give you the same depth of field as taking a photo of a miniature building siting on your desk using a normal sized camera. The problem is in reality we do not take photos of buildings with mountain sized cameras; as a result the subject distance changes and the circle of confusion of the sensor changes)
Thu, Feb 7
Wed, Feb 6
Since this is working in 2.8x and it's unlikely support will be added for 2.7x.
Mon, Feb 4
The blend file is not minimal nor can I reproduce the issue with it. The scene scale is not setup in it either. So I tried setting a few different low scale values but couldn't see any obvious z fighting issues.
Fri, Feb 1
I belive this bug was solved some months ago.
I believe this bug was solve some months ago.
It is currently a limitation but I still want to improve on this when I have time.
I'm guessing this is just a limitation of eevee dof. But I want to be sure. @Clément Foucault (fclem) ?
Wed, Jan 30
Tue, Jan 29
Im bumping this one, just checked build 2.80 #957v4547aeeb, 2019-01-18 22:11. Its still doing nothing
Fri, Jan 25
Archiving old report, this macOS version is no longer supported and DoF in 2.8 is different.
It's indeed confusing, though not that much we can do about it now until the viewport support panoramic cameras. We could disable the overlays entirely but sometimes they are still useful.
Most likely not a bug, but simply the limitations of screen space DOF. @Clément Foucault (fclem): Can you check?
Wed, Jan 23
@Jacques Lucke (JacquesLucke) The reported GL_VERSION is wrong actually, it's the output given by glxinfo for a non-core context and Mesa (at least for Intel) acts conservatively when asking for a GL context and reports the lowest version possible matching the requested context settings, which here is 3.0. Asking for a core context yields 4.2 (Core Profile) Mesa 18.3.1 but all the required extensions up to 4.2 are still accessible.
Blender 2.8 requires at least OpenGL 3.3.
Looks like your intel only supports OpenGL 3.0.
Tue, Jan 22
After some digging it appears the driver chokes on primitive restart indices; the index buffer for the UV map of the default scene cube is
0 1 2 3 0 255 4 5 6 7 4 255 8 9 10 11 8 255 12 13 14 15 12 255 16 17 18 19 16 255 20 21 22 23 20 255 where 255 is set as restart marker.
The weird thing however is if I get the index buffer content (to get the data above) using glGetBufferSubData, restart markers start working correctly and ghost edges disappear. Will investigate further as this is very likely the sign of a driver bug.
Jan 22 2019
I might have some insight that may help debug the problem. I am using macOS 10.14.2 on a MacBook Pro late 2013 (model 11,2), with Intel Iris Pro 1536 MB and Blender 2.80 2019-01-22. It seems as though the problem is related to displaying (or rather not displaying) certain Overlays. Steps to reproduce:
For me it doesn't change anything with the changes on the info.plist file !
Hope to have a solution soon for this issue !
Jan 18 2019
Jan 17 2019
I want to bump this thread, still is present in 2.80, d844271aef2d, 2019-01-15, 19:24
Jan 15 2019
Jan 14 2019
I don't know if it is a bug, or just a feature not yet implemented, but video playback on empty or importing as an image on plan does not work.
Should I report a bug?
Still an issue with the 2.80 Beta macOS 64 bit, 2826c2be545e.
It works on two of my Apple device on macOS Mojave smoothly.
I only have the problem with my Macbook retina on macOS Mojave with Intel HD Graphics 4000 1536 MB.
Jan 10 2019
Jan 9 2019
assuming this is a display thing (as going out of sculptmode - and back in - seems to solve), but not sure (havent checked code...)
@Clément Foucault (fclem): does this ring a bell?